Nacey Nacey

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

http://distantstars.mmobase.com


Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!

Version 1.00 Released!

Make sure to ask for permission before republishing any part of this mod to the public!

Downloads

Rebellion Logo

1.05 + DLC Compatible:

0.12 ALPHA Release:
Full Download:
http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z

Full Download MIRROR:
http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013

MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

Multiplayer Games:
We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.

The times are:
4pm EST (9pm GMT) Saturdays & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!

Screenshots:
We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.

Lore:
We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.

Maps:
Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!

Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com

Bug Reporting

If you want to report a bug please use the Bug Report feature on our website:
http://distantstars.mmobase.com/?m=reportabug

Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.

To enable logging:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:
LogOutput FALSE
Change FALSE to TRUE
LogOutput TRUE

and from then on any Log files will be saved to the debug folder:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.

Frequently Asked Questions

All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.
Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.

1) My game keeps crashing, is there anything I can do to stop it?
i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.
ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.

2) The loading screens and portrait pictures dont appear properly, whats wrong?
i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.

3) Why dont you support converting Distant Stars in to TXT format?
i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.

4) Can I mod Distant Stars for myself?
i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.

5) Your mod is in BIN format I can't edit the files, what can I do?
i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.

6) Why is Distant Stars distributed in BIN format?
i) Mods load faster in BIN format and are less likely to have issues in this format.

7) I'm having trouble installing the MOD, do you have any more instructions?
i) Carbon was kind enough to do some more advanced instructions out here.

8) Is there any way to make new maps for Distant Stars using GalaxyForge?
i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.

Or, the DIY approach (without custom icons):

ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.

Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.

Some statistics...

Since August 2009 to February 2011 we have had over...

400,000 Unique visits to the website
12,000GB (12TB) of data transferred from our website

That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded. 

Thanks to everyone that has supported us this far and making our mod as popular as it is!

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15,627,339 views 8,423 replies
Reply #351 Top

Quoting gamerking345,
reply 20
ever thaught of improving the cap ships, they need a major overhaul... just wondering if thats possible, love the mod

Ummm...care to elaborate on why you think caps need a major overhaul?!? They are already stronger than Caps found in Vanilla Entrechement and normal SINS. Some of the Caps (Aka Carrier Caps) have been reworked to make them even stronger. I dont think you could make them too much stronger.

sorry, wrote that before i downloaded the mod, but i do think they could do more damage.  t i only played the mod for like 5 minutes so i dont know if they do a ton more damage at higher lvls though.

Reply #352 Top

They can do severe damage at higher levels. They are more powerful than starbases at higher levels.

Something Nacey might want to look into. Mind you the starbase dont need that big of an upgrade but a lvl 10 Kol (or equivalant) is pretty darn close to matching up with starbases. They(SB) just get extra hitpoints and armor.

edit: So they may need a mild attack upgrade

Reply #353 Top

I must say, Dev, playing this in Vanilla Sins really makes the game. My friend and I were literally shocked at the improvements you've added, and how smooth everything went. You've taken all of the best things of the great mods (just the fact that you took the time to make sure they were compatible gives you kudos), added in your own touches, and made one hell of a playing experience. On behalf of my LAN team, Thank You.

 

 

Somethings I suggest:

If you could change the market ratio from 2:1 to something more reasonable like 3:2 or even 5:3.5, that'd be amazing. This has really been something that has bugged me for a while, and if you agree, please do! It certainly enhances the playing experience.

If you could also look at refineries. I noticed you bumped the base rate of trade ships from like 1 c/s to 4.5 c/s - really cool, but I think you should also consider bumping the horrible refinery ship's like .3 mc/s to something more reasonable, 1 or 1.5 mc/s - refineries are just so useless and overlooked, that I really think they can be made an integral part of the game!

 

Thanks again,

Merovingian

Reply #354 Top

Have the stats for lvl 10 caps.
First three stats are hitpoints/shield points/ armor

TEC

Kol 14825/5670/18, beam damage 59, Autocannon damage 240, Laser damage 54

Dunvo 13550/7651/16, Autocannon damage 32, Laser damage 180, Missile damage 32

Marza 14850/4872/16 Missile damage 146, Laser damage 67, Autocannon damage 62

Akkan 19600/4725/16 Laser damage 74, Autocannon damage 38, Laser damage 80

Sova 17200/4977/16 Laser damage 10, Laser damage 97, Autocannon damage 53

Advent

Radiance 8208/8925/14 Beam damage 115, Plasma damage 88, Laser damage 181

Revelation 7650/7837/12 Plasma damage 187, Laser damage 91

Progenitor 11538/7497/11 Plasma damage 130, Laser damage 60

Halcyon 8991/9350/12 Beam damage 90, Laser damage 57, Laser damage 73

Rapture 7686/11058/12 Laser damage 56, Beam damage 51, Plasma damage 135

Vasari

Kortul 13181/6600/17 Wave damage 96, Beam damage 215, Missile damage 41

Skirantra 13822/6945/13 Wave damage 44, Missile damage 53, Missile damage 72

Jarrasul 17361/5355/13 Wave damage 49, Beam damage 67, Wave damage 19

Antorak 12231/8550/13 Beam damage 84, Missile damage 68, Wave damage 90

Vulkoras 12955/6007/13 Missile damage 127, Beam damage 55, Wave damage 41

As you can see the caps in this mod are beasts. These stats are straight, no buffs from artifacts or abilities

Reply #355 Top

I'm not sure where I would place starbases as revamp priorities go. On the one hand, when my caps are trained up, they can batter them pretty nicely. I really do think this has more to do with the special abilities though. I had a starbase with 30K+ hitpoints and tons more shielding and armor rating. I don't remember how the damage rating compared to caps, but I think it did a fine job of holding off a severe pirate assault. So I'm happy.

As for market and refineries: I could go either way with the market since I've worked in many fields where the products have the same bias in buying and selling. So it's not completely inaccurate.

As for the refineries, I do think that the output is a bit on the weak side. I was very happy to see the population loyalty dramatically increase the tax rate. Likewise, the trade ports can significantly boost an empire's monetary gains. The refineries lack the strength to make themselves attractive. I usually get the discount on the black market and just spend my cash acquiring minerals.

Btw, looking at Ryat's post above, I must reiterate my objection to the Akkan (a modified civilian vessel) and the Sova (a carrier) having greater hitpoints than the warships.

Reply #356 Top

Ok, i installed this mod and it is a pearl of greatness !

Nevertheless, i have some points i think that should be balanced : advent carriers are now far too expensive considering they host only two squadrons. And the beam turrents are far too much expensive too : ok, they were too cheap in the unmodded version but, there, they are 4 times more expensive with no bonus in firepower !

Barren planets need gas giant colonization to be colonized. Why ?

Reply #357 Top

my edit fonction is screwed up so i can't modify my previous post but i wanted do mean urban instead of barren in fact.

Reply #358 Top

Quoting Ryat, reply 4
Have the stats for lvl 10 caps.
First three stats are hitpoints/shield points/ armor

TEC

Kol 14825/5670/18, beam damage 59, Autocannon damage 240, Laser damage 54

Dunvo 13550/7651/16, Autocannon damage 32, Laser damage 180, Missile damage 32

Marza 14850/4872/16 Missile damage 146, Laser damage 67, Autocannon damage 62

Akkan 19600/4725/16 Laser damage 74, Autocannon damage 38, Laser damage 80

Sova 17200/4977/16 Laser damage 10, Laser damage 97, Autocannon damage 53

Advent

Radiance 8208/8925/14 Beam damage 115, Plasma damage 88, Laser damage 181

Revelation 7650/7837/12 Plasma damage 187, Laser damage 91

Progenitor 11538/7497/11 Plasma damage 130, Laser damage 60

Halcyon 8991/9350/12 Beam damage 90, Laser damage 57, Laser damage 73

Rapture 7686/11058/12 Laser damage 56, Beam damage 51, Plasma damage 135

Vasari

Kortul 13181/6600/17 Wave damage 96, Beam damage 215, Missile damage 41

Skirantra 13822/6945/13 Wave damage 44, Missile damage 53, Missile damage 72

Jarrasul 17361/5355/13 Wave damage 49, Beam damage 67, Wave damage 19

Antorak 12231/8550/13 Beam damage 84, Missile damage 68, Wave damage 90

Vulkoras 12955/6007/13 Missile damage 127, Beam damage 55, Wave damage 41

As you can see the caps in this mod are beasts. These stats are straight, no buffs from artifacts or abilities

 

Whistles... okay, not the first time ive been proven wrong :typo:

Reply #360 Top

sweet pics. I wanna be the eggshell head... or the evil bunny.

Reply #361 Top

Quoting drewsol07, reply 19
I just wanted to say how much I have enjoyed this mod.  Thanks !

Glad you enjoyed it!

Quoting Teh_Defcon, reply 22
Alright, I re-downloaded the mod as normal, I defragged afterwards to make sure thee was no read-errors.

And guess what. Mini-dump.

This occured during Quick start, And i had 2 scouts randomly scouting, and the minidump occured while i was builing javelin figates.

Any chance you could provide me with a save for the game? Locally I can run these games with no troubles, you may also want to check your checksum of yours vs the one of the save file just to make sure no weird files are entering the system somewhere.

Quoting Draakjacht, reply 23
Well, to play devil's advocate, I guess gamerking is thinking that the caps could be stronger (a la Death from Above), but I think that given the tech tree here, the caps are a in a pretty good place, not overshadowing the importance of cruisers. Besides that, I've played cruiser only games against the AI... tough enough.

What I could see being changed would be the weakening of carrier caps and cruisers, at least in hitpoints. Why? Two reasons: 1) Carriers have historically operated behind the battle lines and have been more vulnerable as large warships go. 2) Carriers begin with more hitpoints in this game (at least the TEC) than the battleships, which I find to be counter to the idea of a battleship being a frontline vessel.

The devil rests.

Oh, and I remember you saying AM regen was giving you guys issues and so I wrote off the shield regen as compensation. My biggest issue is when the description and traits don't match or are completely contrary. Many of the planet types were just fine. Hope I'm giving you useful input.

I have to agree here Draak, and I will either be looking in to doing this for 0.6 or 0.7. It wont be just a simple matter of switching the health between the carrier/colony vessel and the battleship/siege vessels so i'll take a look at it and let you know how it progresses.

The Planetary traits have been re-worded for 0.6 so those issues should be completely gone soon ;)

Any input is really useful input, as Carbon mentioned he was always checking to see if his input was helpful and it always is even if I knew of a problem already, the reminder is always useful!

Quoting Merovingian, reply 3
I must say, Dev, playing this in Vanilla Sins really makes the game. My friend and I were literally shocked at the improvements you've added, and how smooth everything went. You've taken all of the best things of the great mods (just the fact that you took the time to make sure they were compatible gives you kudos), added in your own touches, and made one hell of a playing experience. On behalf of my LAN team, Thank You.

Somethings I suggest:

If you could change the market ratio from 2:1 to something more reasonable like 3:2 or even 5:3.5, that'd be amazing. This has really been something that has bugged me for a while, and if you agree, please do! It certainly enhances the playing experience.

If you could also look at refineries. I noticed you bumped the base rate of trade ships from like 1 c/s to 4.5 c/s - really cool, but I think you should also consider bumping the horrible refinery ship's like .3 mc/s to something more reasonable, 1 or 1.5 mc/s - refineries are just so useless and overlooked, that I really think they can be made an integral part of the game!

Thanks again,
Merovingian

Glad you guys really enjoyed your games, I also play this mod often with friends over LAN, or online it can make for some really great games.

I have to admit the market does need a little looking at however I plant to re-balance the market more once I introduce the Celestial Bodies planets in to the system so it can then all be balanced at once. I hope you can understand that. I have been looking at the refineries and hopefully I'll have a revised refinery income rate devised for 0.6's release which should hopefully be released this week.

Quoting RS-fx, reply 6
Ok, i installed this mod and it is a pearl of greatness !

Nevertheless, i have some points i think that should be balanced : advent carriers are now far too expensive considering they host only two squadrons. And the beam turrents are far too much expensive too : ok, they were too cheap in the unmodded version but, there, they are 4 times more expensive with no bonus in firepower !

Barren planets need gas giant colonization to be colonized. Why ?

Glad you enjoyed the mod, I will be tweaking the stationary planet defenses cost lowering it somewhat from it's current extortionate rate but ofcourse still slightly more than it's default cost so they become a more viable defensive means.

The Barren Planets will no longer need gas giant colonisation in the next patch that's already been worked in to the patch, however there are some other minor changes I would like to make which the game engine wouldnt previously allow me to convert in to the mod (for some unknown reason, everytime I converted the files to binary it removed the changes I made -.-).

Quoting Ryat, reply 9
Hi Nacey, got another mod to incorporate.

It should be easy, it just changes the avatars for your character.

https://forums.sinsofasolarempire.com/307477

Glad you mentioned this as I have already sneaked a cut down version of this in to the mod for the next patch also. I did this last night spending some time in Photoshop, keeping the originals & taking some of those new one's and placing them in to the selectable portraits.

 

0.6 is coming along very nicely and should be released this week sometime (probably Thursday or Friday depending on testing & if there is an official patch coming out at all). It includes the started integration of Celestial Bodies, the initial merge includes the Black Holes & the dead space gravity wells, along with some of the other files for the mod.

Sorry about taking so long to reply as you can imagine it's been pretty hectic here, i'll try to reply faster to all of your posts in future, and help out on the forums more.

Glad to see alot of positive feedback towards the mod! Hope you're all enjoying yourselves conquering the galaxy.

- Nacey

Reply #362 Top

Quoting Nacey, reply 11



Sorry about taking so long to reply as you can imagine it's been pretty hectic here, i'll try to reply faster to all of your posts in future, and help out on the forums more.

Glad to see alot of positive feedback towards the mod! Hope you're all enjoying yourselves conquering the galaxy.

- Nacey

dont worry about it too much Nacey. With a mod this good we dont mind a little extra time taken to perfect.

Reply #363 Top

For some reason I have two different hull and shield points for the same ship at the same level

Does the order of cap level hull upgrade and the research upgrade matter?

Reply #365 Top

is there going to be any more updates for non entrenchment versions?

Reply #366 Top

Hey all.  I tried this mod and it looks like a top notch effort!

A few issues:

 

First, do you have any plans on setting up a forum of your own just for this mod? There's a lot of potential discussion on it.  My friend and I made an enormous mod for Supreme Commander and we have our own forum.  Its a MAJOR help in development.

 

Second, there's some balance questions we have.  First thing we noticed was that you make money a LOT faster than in the original game.  So much money that you can't hope to spend it because the metal/crystal income isn't keeping up with it, and you have to constantly tap out the black market.  Not sure if this was intended, but you can make a killing in credits with just 3 planets.

Other balance issues have to do with the many levels of a particular upgrade, and how the cost gets higher and higher rather quickly, but then goes back down with the next upgrade button after you've maxed out the previous one.  Take armor or shields or anything which has many successive buttons and you'll notice this pattern.  This can be solved by some careful planning out of the actual costs of each level.  I suggest that the early game keep the credit income down similar to what the original game has, and make each upgrade cost about the same as in the original too - in the beginning.  Then, as the game goes on, the prices of each upgrade should be significantly higher, proportionate to what you'd be making for income in the late game. 

Lets face it - this, like any other strategy game, has insane income potential in the late game.  This is the time to be applying very very high costs, for pushing your tech to those insane levels.  For the most part, the original game's progression is very good until it starts capping out, and then you can't improve it any more.  I think it would be nice if this mod made fewer economic changes to the early/mid game and focused mostly on the late game.

We used to play Eve-Online a lot.  One thing they have is EXTREMELY expensive upgrades at the upper levels.  Like spending 10x what you could never afford before, just to get 2% more damage resistance or something.  To the early player, it looks ridiculous, but in practice, by the time you actually get there you are earning so much money that its not that big of an investment.  Similarly, in this game, your late game income is pretty high and if the upgrades gave you some really cool advantage over your opponent, you could afford the expense even if it was say, 10,000 credits per level.  But the EARLY upgrades should definitely not be 1500+ per level.

That said, however, its really really cool to be able to pour your resources into one specific area in the early/mid game by sacrificing in other areas.  So for example, you might focus heavily on those phase missiles or your laser output, or your hull points while letting other areas slide.  THIS would really draw out some vast differences between players even in the early/mid game because of the extreme amount of choices a player can make.  But if you did a "general" distribution of research, I think that the game should give you about the same amount of general improvements for the same amount of general investment as the original game.

This accomplishes the stated goal of the mod which, if I recall, was to expand the late game.  However just from playing the mod a couple times, it definitely makes some rather disproportionate changes to the early game, which I think could be ironed out with a little effort.  We'd be happy to help if you would be ok with that.

 

Reply #367 Top

Well, I can see what recon is saying. As I move forward, I move faster and faster with research. Of course, there is a counter-balance to this that I didn't anticipate. Since mineral acquisition hasn't been increased yet, I am losing cash on the black market rather than making minerals at home (keep in mind at least 3 refineries per planet to see if I can make up the difference). Since the AI can not take full advantage of the tech tree, I am womping their asses and collecting planets as I go. Sadly, acquiring so many planets so fast is causing a drain due to upgrade costs. I'm only on the 4th tier of tech and yet I have moments when my numbers crash. And I am only running on 25% upkeep. If I made cash only, I could probably handle it, but that kinda reinforces what Recon says because if minerals are buffed like money, I could then make enough to keep the battle wagon rolling smooth.

Funny balance, huh?

Reply #368 Top

Quoting gamerking345, reply 15
is there going to be any more updates for non entrenchment versions?

I can not 100% say there will be. But when we get the Enterchement version where we want it, there might be some things brought back to the non-entrechment version. But I wouldnt hold my breath to soon. We got some big ideas and plans in store.

Quoting Recon777, reply 16
Hey all.  I tried this mod and it looks like a top notch effort!

A few issues:

 

First, do you have any plans on setting up a forum of your own just for this mod? There's a lot of potential discussion on it.  My friend and I made an enormous mod for Supreme Commander and we have our own forum.  Its a MAJOR help in development.

 

Second, there's some balance questions we have.  First thing we noticed was that you make money a LOT faster than in the original game.  So much money that you can't hope to spend it because the metal/crystal income isn't keeping up with it, and you have to constantly tap out the black market.  Not sure if this was intended, but you can make a killing in credits with just 3 planets.

Other balance issues have to do with the many levels of a particular upgrade, and how the cost gets higher and higher rather quickly, but then goes back down with the next upgrade button after you've maxed out the previous one.  Take armor or shields or anything which has many successive buttons and you'll notice this pattern.  This can be solved by some careful planning out of the actual costs of each level.  I suggest that the early game keep the credit income down similar to what the original game has, and make each upgrade cost about the same as in the original too - in the beginning.  Then, as the game goes on, the prices of each upgrade should be significantly higher, proportionate to what you'd be making for income in the late game. 

Lets face it - this, like any other strategy game, has insane income potential in the late game.  This is the time to be applying very very high costs, for pushing your tech to those insane levels.  For the most part, the original game's progression is very good until it starts capping out, and then you can't improve it any more.  I think it would be nice if this mod made fewer economic changes to the early/mid game and focused mostly on the late game.

We used to play Eve-Online a lot.  One thing they have is EXTREMELY expensive upgrades at the upper levels.  Like spending 10x what you could never afford before, just to get 2% more damage resistance or something.  To the early player, it looks ridiculous, but in practice, by the time you actually get there you are earning so much money that its not that big of an investment.  Similarly, in this game, your late game income is pretty high and if the upgrades gave you some really cool advantage over your opponent, you could afford the expense even if it was say, 10,000 credits per level.  But the EARLY upgrades should definitely not be 1500+ per level.

That said, however, its really really cool to be able to pour your resources into one specific area in the early/mid game by sacrificing in other areas.  So for example, you might focus heavily on those phase missiles or your laser output, or your hull points while letting other areas slide.  THIS would really draw out some vast differences between players even in the early/mid game because of the extreme amount of choices a player can make.  But if you did a "general" distribution of research, I think that the game should give you about the same amount of general improvements for the same amount of general investment as the original game.

This accomplishes the stated goal of the mod which, if I recall, was to expand the late game.  However just from playing the mod a couple times, it definitely makes some rather disproportionate changes to the early game, which I think could be ironed out with a little effort.  We'd be happy to help if you would be ok with that.

 

Its been noted before and is being looked into. Its been on the list for a short time, I would think in the next few patches we will see this metal/crystal/credits balanced a bit more.

Reply #369 Top

Quoting gamerking345, reply 15
is there going to be any more updates for non entrenchment versions?

Yes I do plan on updating the non-entrenchment version of the mod, however at the moment I'am currently working on updating & releasing the v1.0 of Distant Stars Entrenchment. I do plan on making DS fully 1.16 compatible as I know at the moment it does work with 1.16 however there are some minor bugs (they dont cause minidumps but there are errors there) which should be patched out this or next week.

The Credits, Metal and Crystal balancing are issues that we are aware of that we do plan on solving asap, however at the moment due to merging Celestial Bodies in to Distant Stars it's difficult to balance the mod with future additions, so for now I'am concentrating on getting Celestial Bodies merged and other tweaks to the economy (Orbital Refinery enhancements). Once Celestial Bodies is merged I'll then focus on balancing all of the planets out & supplying detailed data to you all on the new planets.

I have been considering forums specifically for Distant Stars and if users would like them setup, and a mini-website setup I would gladly set it up on my own personal web hosting as I work as a website-developer.

- Nacey

p.s. 0.6 is on track for immenent release pending final bug testing, and changes/tweaks!

Reply #370 Top

Will you make the ships use fighter style?

Reply #371 Top

Top notch mod, really fantastic. Couple of quick questions though, I'm sure its been answered before somewhere but the search sucks. Is there any way to turn off the crew corpses from battle damage? It looks fantastic but boggs me down later in a match. Also, how can I modify whether new ships defaults to have auto-join fleet on? Thanks.

Reply #372 Top

Ok for the auto-join fleet, you will have to go into each file and then change the autoJoinFleetDefault to True or False

Reply #373 Top

Quoting Mooster, reply 20
Will you make the ships use fighter style?

I have tested applying it to the light frigates however the re-balancing of their damage will take some time so i'll leave that out until the next patch. Most ships will do with out it as it doesnt make sense the larger ships flying around like this.

Distant Stars 0.6 Change Log:
- Graphics Issues have been fixed
- Electronic Warfare bombers & bomber strikecraft now look different
- New Space sectors, including: Deep Space, Blackholes, Nebulae, White Stars, and Companion Stars
- Planetary Buff descriptions should now read correctly, some have been slightly changed
- Planetary research requirements have now been changed slightly, and descriptions edited
- New Player Portrait Pictures to choose from
- New Maps designed by -UE_Carbon
- Many other minor bug fixes

IF YOU USE THE PATCH DELETE YOUR EXISTING MESH FOLDER FIRST, otherwise you will run in to checksum errors with other DS users!

http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Beta_0.6_Patch_[8221005].7z

Full download is currently being uploaded and will be available in the morning (BST).

0.7 is already under development with the rest of the celestial bodies planets being integrated in that patch and initial balance testing of the credits, metal & crystal ratios. Along with Light Frigate fighter style integration.

- Nacey

Reply #374 Top

Ok, a advice on balancing the fighter style use the dynamic battle system beta, I personally edit the each of the ships files, and when they were in a fight, the ship were way too fast, especially on the capital ships, and there was also another interesting affect the even though they were using fighter style, sometimes it clumped up. I might try synchronizedTargeting to see if they might help

I found a bug with the tech research, the kol upgrade the research goes to tier 2 when tier 1 was at level 1 or 2

if you just copy and paste the files and folder straight, it works fine

Reply #375 Top

Quoting Mooster, reply 24
Ok, a advice on balancing the fighter style use the dynamic battle system beta, I personally edit the each of the ships files, and when they were in a fight, the ship were way too fast, especially on the capital ships, and there was also another interesting affect the even though they were using fighter style, sometimes it clumped up. I might try synchronizedTargeting to see if they might help

I found a bug with the tech research, the kol upgrade the research goes to tier 2 when tier 1 was at level 1 or 2

if you just copy and paste the files and folder straight, it works fine

Thanks for pointing that bug out, fixed for the next patch. I will take a look at ManSh00ters mod and see what I can do from there :)